Portal 2
funnel over goo
if you die you will need to use noclip to get back up
Aquillians United Test 00001
A short, but hard Singleplayer map, which uses some new gameplay concepts, like antigravity and Gel Juggling This is my second Portal 2 map, and is meant to be hard. Hope you enjoy it. If you don't like it, please tell me why so i can fix it, and make any later maps better
acces unlimited
This mappack is very unique because it isnt a single map with a single storyline but it is a hub.Place from where you can visit other chambers and maps. The Acces Unlimited offers you a lot of hours of fun with your friends. You can visit the Turret Manufactory, The Maze and other places. When you bored with this you can just simple leave the hub and enter whole unexplored world of Apereture Science. From here you can visit experimental and special rooms like Universal Room. Finaly, it is the time to think out of the box. (Note:This isnt a playground!). The puzzles have everything what they need.All favorite elements are included. Vacuum cleaner too. If you want to see the gameplay look onto this video which i made with my friend. http://www.youtube.com/watch?v=b-pVI-2VDL8 (friend is talking) Here are some pictures of maps: faces of room0 http://dl.dropbox.com/u/34706273/acces% ... 0room0.jpg faces or room1 http://dl.dropbox.com/u/34706273/acces% ... 0room1.jpg faces of room2 http://dl.dropbox.com/u/34706273/acces% ... 0room2.jpg faces of room3 http://dl.dropbox.com/u/34706273/acces% ... 0room3.jpg no quick moves http://dl.dropbox.com/u/34706273/acces% ... 0moves.jpg choose a chamber http://dl.dropbox.com/u/34706273/acces% ... hamber.jpg hall of dead turrets http://dl.dropbox.com/u/34706273/acces% ... urrets.jpg Please note that this project is still under heavy development,and the hub is just a box it will get desing like the real hub. Not the same but similar. And of course new experimental maps are on the way too. If you are interested you can see more of this map on this page: http://www.moddb.com/addons/acces-unlimited I d like you see your comments or your ideas how to make the map better. And if you found a glitch or bug report it please into comments.(Note: The manufacturing level ends when you open the sealed doors,if you go further you wont be able solve the puzzles because they are unsolvable.) If someone who is interested in portal 2 mapping and would like to help this project, please write it to comments or e-mail me. i realy could use a help with transitions. Installation: The rar folder contains 3 maps. Put them all to your portal2/portal2/maps folder Transitions(traveling betwen maps) in the maps arent functional (yet). So you have to change levels manualy by console. (Note: you can do this by opening console and write: changelevel "name of the map") When you enter the real Hub open a console and enter: changelevel mp_coop_acces_unlimited.bsp And thats it. Thank you for reading and enjoy.
think with portals
single player map,i hope i made it difficult. not worked with hammer a long time just 4 weeks, so i was more concentrating on the puzzle and not the beauty of the map. hope you like it and hope you can solve it, i tested it and it's all possible. soo have fun greeting ricardo
laser split
get one laser into three laser catchers
PTI element: Living panels, 64x64 and 128x128
Wacky panels that do stuff. 64x64 and 128x128 sizes are provided. Inputs: * Start deployed -- Inverts the direction of the panel's animation. * Timer & Autodrop & Start Open -- Choose which animation to play, see below. * Button type -- See below Button types (64x64 panel): * Weighted = White or black panel surface, depending on whether it's positioned on a portalable surface or not. * Cube = Glass surface. * Sphere = Intangible skeleton: Just the skeleton of the panel, without surface, also does not clip the player. Button types (128x128 panel): * Weighted = White or black panel surface, depending on whether it's positioned on a portalable surface or not. * Cube = Glass surface. * Sphere = Portal 1 style metal wall surface. Use signal inputs / connections to activate the element. The panels contain a built-in AND gate just like the standard elements do. Of course you don't need to activate the element at all. Just affix it in a particular pose to provide a platform of your choice. There are 68 different animations provided. The animation is selected using the Timer value, the Start Open checkbox and the Autodrop checkbox. The list of animations is detailed in the README file provided in the distribution package. It is rather difficult to try to video-document all the animations that this object can play, but here's a sample picture which should serve to at least pique some curiosity. Unless you choose the "skeleton" type of panel, this panel is fully blocking and can be even used as a lift / piston platform for objects and for the player. The arm of the panel is only partially tangible, and only in some animations. It is a bit difficult to generalise for the set of animations present here, so the tangibility is disabled for most animations where the heuristic method does not work nicely. The object also does not contain a crush kill trigger, a portal fizzler, an object fizzler, nor a portal bumper. This is intentional. But it may lack other things that are wise to have (hint brushes? shrug), because I just began learning to use Hammer a few days ago, and I wouldn't yet know anything about those. Note: These panels have the "adjustment gizmo" which allows them to be placed at an offset much like the laser components -- except that it does not work. Sorry about that! Just use always the center position. If anyone has good ideas of how to fix it, it would be welcome. (This comes from the 5 positions method. The 8 positions method does not work, because the embedding pit would not be relocated correctly together with the element.) However, you can use the adjustment gizmo to rotate the element around. Just point it towards some edge of the voxel, and then place it back to the center. The object will retain the new orientation. Note: The platform may move within the first second when the map loads. Sorry about that. This may be fixed in a future version. The panel contains from 21 to 25 entities depending on version. The skeleton version has the fewest entities, and the large non-glass ones have the most. And finally, the in-editor symbols for this object are currently the laser emitter for the small panel, and the piston top for the large panel. I have not yet developed the skills to change the in-editor graphics. Download here: http://bisqwit.iki.fi/kala/ptal2/livingpanels.zip
An easyhard level
Might look easy, but very hard! Enjoy!
Zhan's Hard Light Bridge chambers
A Portal 2 work in progress single player test chamber focusing on hard light bridges and the different ways they can be used. I currently have four test chambers done, and my current plan is to make sure these four are fun and play well, and then detail them and clean them up for submission to the Summer Mapping Initiative contest. Enjoy! A zip download is here, if you can't open .7z files: http://dl.dropbox.com/u/18787920/portal ... _chmb1.zip
Small Rooms & Reuse
This chamber is made of a group of smaller chambers. There's some turrets, a cube, and some buttons, but no gel or funnels or anything. This is the first map I've made.
sp_turret_reunion
My Summer Mapping Initiative entry.